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chinu3d

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About chinu3d

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  1. Hi everyone, I am just a noob to OpenGL and this is in fact my first OpenGL code written for Mac OSX. I really got stuck into an odd problem of this simple icosahedron not rendering up properly when I light it up. The problem could either be that the polys are not oriented properly or that the normal computations are incorrect. I checked both of the posdibilities but couldn't really figure out what went wrong. Here is the full code - #import "oglView.h" #import <GLUT/glut.h> #import "Utilities.h" #define X 52.5731112119133606 #define Z 85.0650808352039932 #define ORIGIN_X 200.0 #define ORIGIN_Y 200.0 #define ORIGIN_Z 0.0 @implementation oglView void reshape (int w, int h); void subdivide(float *v1, float *v2, float *v3, long depth); void drawtriangle(float *v1, float *v2, float *v3); void normalize(float *v); void scaleVector(float *v, float scaleFactor); - (id)initWithFrame:(NSRect)frameRect pixelFormat:(NSOpenGLPixelFormat *)format { self = [super initWithFrame:frameRect pixelFormat:format]; [self initOpenGL]; return self; } - (id)initWithCoder:(NSCoder *)coder { self = [super initWithCoder: coder]; [self initOpenGL]; return self; } - (void)initOpenGL { NSOpenGLContext *glcontext; glcontext = [self openGLContext]; [glcontext makeCurrentContext]; glClearColor(0.1, 0.1, 0.1, 0.0); // background color is dark gray glClear(GL_COLOR_BUFFER_BIT); // clear the view glOrtho(0.0, 400, 0.0, 400, -1.0, 1.0); // setup our 400x400 coords glutReshapeFunc(reshape); } - (void)drawRect:(NSRect)dirtyRect { NSLog(@"drawRect"); glClearColor(0.5, 0.5, 0.5, 1.0); glClear(GL_COLOR_BUFFER_BIT); // erase the screen glMatrixMode(GL_MODELVIEW); // use model matrix glLoadIdentity(); // reset matrix glOrtho(0.0, dirtyRect.size.width, 0.0, dirtyRect.size.height, -1000.0, 1000.0); // we reset, so setup coords again glTranslatef(ORIGIN_X, ORIGIN_Y, ORIGIN_Z); // move to where we want to draw the triangle. Calling this will also translate the origin to that particular position //Set state variables: static GLfloat vdata[12][3] = { {-X, 0.0, Z}, {X, 0.0, Z}, {-X, 0.0, -Z}, {X, 0.0, -Z}, {0.0, Z, X}, {0.0, Z, -X}, {0.0, -Z, X}, {0.0, -Z, -X}, {Z, X, 0.0}, {-Z, X, 0.0}, {Z, -X, 0.0}, {-Z, -X, 0.0} }; static GLuint tindices[20][3] = { {0,4,1}, {0,9,4}, {9,5,4}, {4,5,8}, {4,8,1}, {8,10,1}, {8,3,10}, {5,3,8}, {5,2,3}, {2,7,3}, {7,10,3}, {7,6,10}, {7,11,6}, {11,0,6}, {0,1,6}, {6,1,10}, {9,0,11}, {9,11,2}, {9,2,5}, {7,2,11} }; int i; //Lighting and material calculations GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 }; GLfloat mat_shininess[] = { 50.0 }; GLfloat light_position[] = { 50.0, 50.0, 50.0, 0.0 }; glClearColor (0.0, 0.0, 0.0, 0.0); glShadeModel (GL_SMOOTH); glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess); glLightfv(GL_LIGHT0, GL_POSITION, light_position); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_DEPTH_TEST); for (int i = 0; i < 20; i++) subdivide(vdata[tindices[i][0]], vdata[tindices[i][1]], vdata[tindices[i][2]], 3); glFinish(); } void subdivide(float *v1, float *v2, float *v3, long depth) { if (depth == 0) { drawtriangle(v1, v2, v3); return; } GLfloat v12[3], v23[3], v31[3]; for (int i=0 ; i<3 ; i++) { v12[i] = v1[i] + v2[i]; v23[i] = v2[i] + v3[i]; v31[i] = v3[i] + v1[i]; } normalize(v12); normalize(v23); normalize(v31); scaleVector(v12, 100.0); scaleVector(v23, 100.0); scaleVector(v31, 100.0); subdivide(v1, v12, v31, depth-1); subdivide(v2, v23, v12, depth-1); subdivide(v3, v31, v23, depth-1); subdivide(v12, v23, v31, depth-1); } void drawtriangle(float *v1, float *v2, float *v3) { glBegin(GL_TRIANGLES); glNormal3fv(v1); glVertex3fv(v1); glNormal3fv(v2); glVertex3fv(v2); glNormal3fv(v3); glVertex3fv(v3); glEnd(); } void normalize(float *v) { float modulus = sqrt((v[0]) * (v[0]) + (v[1]) * (v[1]) + (v[2]) * (v[2])); v[0] = v[0] / modulus; v[1] = v[1] / modulus; v[2] = v[2] / modulus; } void scaleVector(float *v, float scaleFactor) { v[0] = scaleFactor * (v[0]); v[1] = scaleFactor * (v[1]); v[2] = scaleFactor * (v[2]); } void reshape (int w, int h) { glViewport (0, 0, (GLsizei) w, (GLsizei) h); glMatrixMode (GL_PROJECTION); glLoadIdentity (); gluOrtho2D (0.0, (GLdouble) w, 0.0, (GLdouble) h); } @end
  2. Unity OpenGL ES on iOS

    thanks a lot guys....guess I would give those a try
  3. Hello everyone....greetings to fellow game developers !!! I am new to the GameDev community. I have been working on games for quite some time now but very recently decided to switch to iOS game development from PC game development. I have been looking for good iOS game dev books which start with OpenGL ES basics. The two that I came across were iPhone 3d programming and iPhone Game Development, both published by O'Reilly. The second one was easier to understand but wasn't too systematic. The first one had all that I wanted but it takes a tough approach. Can anyone suggest some other good book which I could give a try?
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